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Searched refs:SV_POSITION (Results 1 – 25 of 61) sorted by relevance

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/external/angle/src/libANGLE/renderer/d3d/d3d11/shaders/
DPassthrough2D11.hlsl9 out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0)
15 float PS_PassthroughDepth2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) :…
20 float4 PS_PassthroughRGBA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) :…
25 float4 PS_PassthroughA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV…
30 float4 PS_PassthroughRGBA2DMS(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCORD0, …
35 uint4 PS_PassthroughRGBA2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) …
43 int4 PS_PassthroughRGBA2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : …
51 float4 PS_PassthroughRGB2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : …
56 uint4 PS_PassthroughRGB2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) :…
64 int4 PS_PassthroughRGB2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : S…
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DMultiplyAlpha.hlsl19 float4 PS_FtoF_PM_LUMA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : S…
26 float4 PS_FtoF_UM_LUMA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : S…
38 float4 PS_FtoF_PM_LUMAALPHA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0…
45 float4 PS_FtoF_UM_LUMAALPHA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0…
56 float4 PS_FtoF_PM_RGBA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : S…
63 float4 PS_FtoF_UM_RGBA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : S…
74 float4 PS_FtoF_PM_RGB_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV…
82 float4 PS_FtoF_UM_RGB_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV…
93 float4 PS_FtoF_PM_RGBA_4444_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0…
101 float4 PS_FtoF_UM_RGBA_4444_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0…
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DPassthrough2DArray11.hlsl13 float4 PS_PassthroughRGBA2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTAR…
18 uint4 PS_PassthroughRGBA2DArrayUI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTA…
28 int4 PS_PassthroughRGBA2DArrayI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARG…
38 float4 PS_PassthroughRGB2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARG…
43 uint4 PS_PassthroughRGB2DArrayUI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTAR…
53 int4 PS_PassthroughRGB2DArrayI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGE…
63 float4 PS_PassthroughRG2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGE…
68 uint4 PS_PassthroughRG2DArrayUI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARG…
78 int4 PS_PassthroughRG2DArrayI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGET…
88 float4 PS_PassthroughR2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGET…
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DClear11.hlsl27 out float4 outPosition : SV_POSITION)
35 out float4 outPosition : SV_POSITION,
44 out float4 outPosition : SV_POSITION)
343 PS_OutputFloat_FL9 PS_ClearFloat_FL9(in float4 inPosition : SV_POSITION)
354 PS_OutputFloat1 PS_ClearFloat1(in float4 inPosition : SV_POSITION)
362 PS_OutputFloat2 PS_ClearFloat2(in float4 inPosition : SV_POSITION)
371 PS_OutputFloat3 PS_ClearFloat3(in float4 inPosition : SV_POSITION)
381 PS_OutputFloat4 PS_ClearFloat4(in float4 inPosition : SV_POSITION)
392 PS_OutputFloat5 PS_ClearFloat5(in float4 inPosition : SV_POSITION)
404 PS_OutputFloat6 PS_ClearFloat6(in float4 inPosition : SV_POSITION)
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DSwizzle11.hlsl38 float4 PS_SwizzleF2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TAR…
43 int4 PS_SwizzleI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGE…
51 uint4 PS_SwizzleUI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TAR…
59 float4 PS_SwizzleF3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDE…
64 int4 PS_SwizzleI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX,…
72 uint4 PS_SwizzleUI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDE…
80 float4 PS_SwizzleF2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRA…
85 int4 PS_SwizzleI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYI…
93 uint4 PS_SwizzleUI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRA…
/external/deqp-deps/glslang/Test/
Dhlsl.multiEntry.vert3 float4 FakeEntrypoint(uint Index : SV_VERTEXID) : SV_POSITION
8 float4 RealEntrypoint(uint Index : SV_VERTEXID) : SV_POSITION
Dhlsl.hull.4.tesc9 float4 m_Position : SV_POSITION ;
20 float4 m_Position : SV_POSITION;
Dhlsl.hull.5.tesc9 float4 m_Position : SV_POSITION ;
20 float4 m_Position : SV_POSITION;
Dhlsl.constructArray.vert1 float4 main() : SV_POSITION
Dhlsl.partialFlattenMixed.vert9 float4 main(float4 pos : POSITION) : SV_POSITION
Dhlsl.texturebuffer.frag14 float4 main(float4 pos : SV_POSITION) : SV_TARGET
Dhlsl.earlydepthstencil.frag4 float4 Position : SV_POSITION;
Dhlsl.entry-in.frag3 float4 fragCoord : SV_POSITION;
Dhlsl.struct.split.array.geom3 float4 Pos : SV_POSITION;
Dhlsl.structin.vert3 float4 coord : SV_POSITION;
/external/angle/third_party/vulkan-deps/glslang/src/Test/
Dhlsl.multiEntry.vert3 float4 FakeEntrypoint(uint Index : SV_VERTEXID) : SV_POSITION
8 float4 RealEntrypoint(uint Index : SV_VERTEXID) : SV_POSITION
Dhlsl.hull.4.tesc9 float4 m_Position : SV_POSITION ;
20 float4 m_Position : SV_POSITION;
Dhlsl.hull.5.tesc9 float4 m_Position : SV_POSITION ;
20 float4 m_Position : SV_POSITION;
Dhlsl.partialFlattenMixed.vert9 float4 main(float4 pos : POSITION) : SV_POSITION
Dhlsl.constructArray.vert1 float4 main() : SV_POSITION
Dhlsl.texturebuffer.frag14 float4 main(float4 pos : SV_POSITION) : SV_TARGET
Dhlsl.earlydepthstencil.frag4 float4 Position : SV_POSITION;
Dhlsl.entry-in.frag3 float4 fragCoord : SV_POSITION;
Dhlsl.structin.vert3 float4 coord : SV_POSITION;
Dhlsl.struct.split.array.geom3 float4 Pos : SV_POSITION;

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